I've been working on a new NES game! I'm calling it "Card Chasm". The concept is that you are in linear dungeon fighting enemies along the way. To move, you use cards from a deck you have made. The same cards are used to attack, heal, and perform other abilities in combat. Defeating enemies gives you more cards to add to your deck. I'm modeling from an Android game I played some years ago, but taking a lot of personal freedom to make it my own.
The main challenge so far has been re-learning how the PPU works. It has been almost a week of engineering to get that 'walking' effect you see in the GIF. I'm using two nametables that have tiles slightly shifted, then switching between them as I scroll the camera slightly. I'm also using Sprite 0 Hit to get a HUD at the bottom, and cycle counting to disable the background rendering to remove left-over ugliness at the bottom of the screen.
For the enemies, I'm actually starting with some AI generated images from Perchance, scaling them to 64x64 and using only 3 colors (4 colors if you include the transparent background), then cleaning it up in GIMP. I'm getting pretty good at it by now, and I have made over a dozen enemies that look similar but have a different 'feel' to them.
There you have it. Lots of work ahead, but I'm having fun in 6502-land some more. By the way, local labels are a *game changer*! I'm writing everything in 6502 assembly and quite enjoying it because I can just label things like @loop1 or something and it's not a big deal anymore. Yay!
EDIT: I'm also posting this on the nesdev.org forum. You can find it here: https://forums.nesdev.org/viewtopic.php?p=306270
Thanks everyone
Chad